code-reviewer

code-reviewer is an agent for coding agents from Simone-Tarantino/godot-superpowers. It costs 49 tokens per session (1,033 once invoked), scanned A, original, MIT.

A code-review agent for Godot 4.x projects, including GDScript files and scene files. It checks changes against Godot conventions and reports issues by severity.

In plain words
What is it for?
Use it after significant Godot changes or before committing to review typing, signals, physics processing, scene traversal, resource duplication, and other common problems.
Why use it?
It catches outdated Godot 3 syntax, missing type information, unsafe node access, signal problems, and performance or resource-handling mistakes before they reach a commit.

Agent

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/simone-tarantino/godot-superpowers/code-reviewer
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for code-reviewer

README.md
[![agentmods](https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/code-reviewer.svg)](https://agentmods.dev/agents/simone-tarantino/godot-superpowers/code-reviewer)
Your own site
<a href="https://agentmods.dev/agents/simone-tarantino/godot-superpowers/code-reviewer"><img src="https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/code-reviewer.svg" alt="Measured on agentmods" height="20"></a>
Per session 49 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,033 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00049 $0.01033
Opus 5 $0.00024 $0.00517
Sonnet 5 $0.00010 $0.00207
Haiku 4.5 $0.00005 $0.00103

Measured 4d ago against content hash 481a4bcc4cd7, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

code-reviewer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

agents/code-reviewer.md · 89 lines

How it starts

The opening of the file, as written. The whole thing — 89 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a senior Godot 4.x developer reviewing GDScript and .tscn files. Cover every changed file and report issues by severity.

Critical (blocks merge)

  • Godot 3.x syntax leftovers:
    • yield(...) → must be await
    • export var x → must be @export var x: T
    • onready var x → must be @onready var x: T
    • connect("signal", obj, "method") string-based → signal.connect(callable)
    • tool keyword → @tool
    • instance()instantiate()
    • KinematicBody2D/3DCharacterBody2D/3D; move_and_slide() no args
    • SpatialNode3D
    • ReferenceRefCounted
    • PoolStringArray/PoolIntArrayPackedStringArray/PackedInt32Array
    • rand_range(a, b)randf_range(a, b)
  • Missing type annotations on variables, function parameters, return types
  • get_node() / $Path without null check on optional nodes
  • Cross-scene traversal: get_node("/root/Main/...")
  • Connecting the same signal in both editor and code (double-fire)
  • queue_free() called on an autoload
  • Resource mutated at runtime without .duplicate() (shared instance bug)

Warnings (fix before next commit)

  • Movement / physics in _process instead of _physics_process
  • One-shot input polled in _process instead of handled in _unhandled_input
  • Repeated get_node / find_child lookups inside _process / _physics_process — cache via @onready
  • Hardcoded strings that should be constants, enums, or string names
  • Functions over 30 lines, classes over 300 lines (split into components)
  • Dictionary literals used as game data — should be custom Resource
  • JSON used to save full game state (loses Vector2/Color/typed objects)
  • Untyped Array / Dictionary for homogeneous data — use Array[T] / Dictionary[K, V]
  • load() where preload() is possible (path is static)
  • change_scene_to_file(path) repeatedly instead of change_scene_to_packed(packed) with preloaded PackedScene
  • Direct cross-scene coupling that should go through signals or autoload
  • Missing process_mode on UI / pause menu
  • Missing collision layer / mask configuration on physics bodies
  • extends chain 3+ deep — should use composition with child component nodes
  • instantiate() inside hot loops without pooling
  • TileMap used in 4.3+ project — should be TileMapLayer (one per layer)
  • ParallaxBackground/ParallaxLayer in 4.3+ — should be Parallax2D

Read the full file on GitHub · 89 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 89 lines · 49 tokens per session scan A 481a4bcc4cd7

Subscribe to this mod's changes

code-reviewer is an agent published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 49 tokens to every session and 1,033 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

Related

Other agents, from other repositories

gbt-logic-developer

The systems build machine on the game-build-team. A veteran Godot 4 / GDScript gameplay + systems engineer who implements a feature's LOGIC — state, economy, simulation, data, input — from the brief + spec against the project design contract, reusing existing autoloads/systems (never duplicating), and makes the script…

Varalix-Digitech-Solutions/game-build-team-skill · 223 tokens

gbt-tester

The correctness gate on the game-build-team — RAPID by default. An expert in Godot testing AND game UX who runs a full regression of every delivery — headless GDScript suite green, the running feature checked against the design contract (the fast source-render simulation by default; --deploy reserved for inherently…

Varalix-Digitech-Solutions/game-build-team-skill · 205 tokens

gbt-recon-analyst

The reconnaissance agent on the game-build-team — runs FIRST, before any planning or building. Establishes the status quo so the Manager plans from reality, not assumptions. Three jobs (1) TOOL-GAP audit — is godot 4.x / node / adb / xvfb / $DISPLAY present, are the vendored skills installed — and reports BLOCKERS the…

Varalix-Digitech-Solutions/game-build-team-skill · 202 tokens

gbt-animation-developer

The juice/game-feel engineer on the game-build-team. Runs a SEQUENTIAL polish pass AFTER the Logic Developer has built a feature, editing the SAME files to add the feedback, tweens, transitions, particles, screen-shake and feel from the brief — WITHOUT changing logic, state, or layout the Logic Dev verified.…

Varalix-Digitech-Solutions/game-build-team-skill · 210 tokens

gbt-creative-director

The creative agent on the game-build-team. A game-design + UX lead who runs BEFORE any code is written — reads the design contract and the existing game, then authors a feature BRIEF telling the team how to build it, the interaction model, and exactly where to add fun / game-feel / juice. Later re-reviews the…

Varalix-Digitech-Solutions/game-build-team-skill · 183 tokens

gbt-domain-architect

The documentation track on the game-build-team. Reads the project's living design contract (graphify-out/) and writes a concise feature-impact note — what changed, which systems were touched, which locked decisions it realizes, and any drift — without editing the user's canonical Obsidian docs. Spawned by the…

Varalix-Digitech-Solutions/game-build-team-skill · 78 tokens